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PNNL-13501 - Pacific Northwest National Laboratory

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thumb in a “gun” type configuration, and snapping the<br />

thumb against the finger to cycle through limbs, stopping<br />

when the appropriate body part is highlighted on the<br />

screen. Once the body part is selected, the user simply<br />

moves his or her hand in the camera’s view to move the<br />

limb. This control mechanism has the advantage of being<br />

natural and intuitive once a few basic gestures (such as<br />

the selection gesture) are learned. It is also very flexible,<br />

because the gestures that are used to control the avatar can<br />

be easily and intuitively mapped to controlling other<br />

objects in any virtual environment.<br />

A significant disadvantage to this controller is that the<br />

HI-space is the size of a table and has a ceiling-mounted<br />

camera, an extremely inconvenient configuration.<br />

Therefore, the final effort of this project will be to<br />

develop a prototype Human-Information Workpad<br />

(HI-PAD) as illustrated in Figure 3. This desktop device<br />

incorporates a small camera mounted about 18 inches<br />

above a nonreflective black pad. The user places his or<br />

her hand on the pad and gesticulates with the fingers to<br />

manipulate the avatar or other objects in the virtual<br />

environment. This simple device, which incorporates the<br />

gesture-tracking software already developed for the<br />

HI-space, combines the natural gesture-based controls of<br />

the HI-space environment with the convenience of being<br />

mountable on a desktop and used in conjunction with a<br />

traditional keyboard and/or mouse.<br />

Figure 3. Illustration of the HI-PAD concept. The cone<br />

indicates the field of view of the infrared camera mounted<br />

above the hand pad.<br />

166 FY 2000 <strong>Laboratory</strong> Directed Research and Development Annual Report<br />

This research has applicability in a wide variety of<br />

applications. Some of the most obvious arenas where<br />

dynamic virtual environments and dynamic avatars would<br />

be of value are the following.<br />

Simulations and training<br />

The ability to dynamically interact with a simulated<br />

environment will enormously increase the flexibility and<br />

versatility of a wide variety of simulation applications.<br />

Although this effort used human-form avatars to illustrate<br />

the flexibility and adaptability of the dynamic virtual<br />

environment, the same properties could be applied to any<br />

sort of virtual object. For instance, the avatar might be a<br />

plane, in a flight simulation, or a tornado, in a disasterrecovery<br />

scenario.<br />

Modeling<br />

To reiterate the discussion of simulations and modeling,<br />

there is no reason to constrain the dynamic avatars to<br />

human form. The collaborative, dynamic nature of the<br />

avatars, combined with the infinite flexibility of scale<br />

inherent to virtual worlds, will support a variety of<br />

collaborative modeling applications.<br />

Telemedicine<br />

The ability to represent both physicians and patients in a<br />

virtual environment could be superior to a real surgical<br />

environment because medical images can be overlaid or<br />

integrated with a representation of the entire patient.<br />

Micro- and macro-level views can be simultaneously<br />

available. Finally, physicians can use realistic physical<br />

interaction and dynamic behavior in the virtual<br />

environment to explore range-of-movement exercises<br />

without risk.<br />

Virtual command posts<br />

This tool will enable commanders in distributed physical<br />

locations to coordinate as efficiently as if they were<br />

physically collocated.

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